Obsolete text in inverse minion law skill text: "(You only need to activate this ability once, and it stays active forevermore.)" I see no design document for inverse minion law, but AFACT, you want 1 stack per monster around the character. This is no how it's working. It appears to be applying one stack per monster around the character per attack to the player. Right now, I have an 8 stack of inverse minion, and there are 4 mobs around me. And another with a 6 stack and 3 mobs. It seems to happen a lot more frequently when something dies around me. I can't figure out when it does it.
I think you missed the "until tomorrow" part, there, Null. I'm not going to jump the gun, don't worry. Got the first three. Is it hanging every turn, or only during combat? I've noticed for a long time that crossbow and thrown buffs seem to have problems triggering as often as they should, but I've never really tried to figure out what the deal was. I'll add a few characters to the beginning of the procs and see if I can't figure what the actual proc rate is and if there's a clear relationship to the supposed one. With just the first level skill? Gotcha. btw, does the 'noanimation="1"' tag in Teleport Back One do anything that the skipAnimation in the teleport effect doesn't? And are there any non-teleport circumstances when it might be useful? New Files Uploaded.
Yes. Second shots function as normal. The first level skill works fine until Omniscient strike is used. While the omniscient strike buff is active, additional buffs can be triggered with the first skill use.
Both of them I believe It does not. noanimation is useful whenever you don't want the casting animation to play.
Ah, the casting animation. Shit, that's going to get spammed all over Compleat Essential at the next update. Thanks!
So...I think that Stone Cold Stance is kind of weaksauce. Crushed Bones sounds cool and all, but it's not really that impressive especially considering that Maces 1 inflicts both that and Dazed. Is there some other cool and thematic thing we can give Unarmed 1 that is less lame?
Try with 100% proc chance, then. Uhm. Procs for stun and/or knockback? Or maybe a paralize effect, since the nerve stance has already the stun effect? Or maybe leave it with crushed bones, since the unarmed is flavouring similar to the maces, but with another kind of use.Maybe crushed bones with a really small chance to bleed enemies? Like 5% ot the time? What? Fixed in which sense? Also, Essence, can you upgrade the documentation posts with the recent changes (like the hulk smash)? After all, they no longer are needed in their contextes, since this is the true context of those discussions.
See http://community.gaslampgames.com/threads/vampirism-issue.5424/ Right now, every time you hit something with vampirism, you heal your target for 2 HP instead of healing yourself for 1-2 HP. That 3-4 point swing makes a huge difference in survivability in the early game. That and I made the words "vampirism attack" appear off screen.
Can anyone else verify that they're having this problem, too? I can't see anything in the code that might be causing it. Then again, I am a bit sleep-deprived at the moment, so take that with a bucket of salt. [edit] Nevermind, figured it out. search for this: Code: <effect type="trigger" requirebuffontrigger="1" requirebuffontriggername="Omniscient Strike" percent="60" spell="Deadeye"/> And add an "s" to "Deadeye". "Deadeye" is the name of the spell that rotates the Omniscient Strike buff. "Deadeyes" is the Deadshot version of Shot In The Eye. My stupidity for having two spells with such similar names.
More info: I'm starting to realize it isn't a for-sure thing. But it does happen semi-frequently- maybe 30%- I'm trying to pin down when it happens and what other things may be proccing at the same time, in case it's an interaction. Update: It appears to be doing the previously mentioned behavior when the spell "Deadshot" procs. Update2: I guess you found it.
Would that change also fix what appears to be omniscient strike applying twice? I don't really feel like stopping this play-through because nothing's crashed on me yet. Edit: Oh, FFS... the one time I think about nothing bad happening, it crashes 4 minutes later
I just realized that Billy Quan Maneuver is not actually doing -- and may not be capable of doing -- what it was originally intended to do. It was originally supposed to replace two different knockbacks: one which didn't move you forward a square when you used it, and one which did. But both of those knockbacks were supposed to target the enemy directly in front of you, which BQM doesn't. Can it? [edit]Furthermore, like apparently the other attack="1" spells, it doesn't deal attack damage to enemies that are 1 square away -- just Melee Power. [/edit]
So, from my last runthrough: Archery's first stance isn't working. Like at all. No knockback, no step-away, nothing. Unarmed procs from within the stances work when you're using weapons, but the proc (Nice Combo!) that's in SkillDB doesn't. That's actually kind of a good reason to move the in-stance procs into the SkillDB and treat them like Archery and Thrown's procs...assuming that they would work if they were moved. That's all for now.
I don't believe the ability before that did that and there's physically no way to merge those functionalities if that were the case; You couldn't determine what the player would want as both states before the action would be identical.
Well, the ability before was two abilities. Unarmed 2 gave a jumpkick that moved you forward and them back; unarmed 3 was Boot to the. Head, which knocked them back without you going forward. But I see hour point, its obviously impossible. That's OK, I mist cant believe it took me so long to notice.
OK, so just to test whether or not it was the absurdly long spell names that were causing the problems with Archery and Throwing (because I noticed that Lone Ninja Badassery wasn't proccing either), I eliminated all of the extra spaces and reuploaded the files. Please to try again and see if that worked. Spoiler: Random Just a couple of random thoughts about builds using the new skills. Swords, Staves, Dual Wield, Warlockery, Alchemy, Battle Geology, Mathemagics. Combine Mushashi's with Not In The Face and the various Staff, Warlockery, and Geology block bonuses to easily break 100% block without having to get into non-mage equipment. Then use Puissant Veil (alongside the decent Counterattack bonuses from Swords and Dual Wield) to wade into fights without really caring about being surrounded. 4 Magic skills means pretty high Mana means good bonus damage from Puissant Touch/Veil. Alchemy for healing and mana potions, Mathemagic for escaping if shit gets real. Could be awesome. Swords, Burglary, Communism, Throwing, Smithing, Perception, Demonology. Has everything. Trapskill, melee, ranged combat, pets, uncursing, invisibility, teleport, and constant AoE of both and (without being a mage!). Unarmed, Warlockery, Master of Arms, Burglary, Alchemy, Tinkering, Crossbows. Again, everything, but also with the 100% block--> Puissant Veil thing (this time relying on warrior equipment to do it.) Alchemy's healing potions benefit from Tinkering's two-Iron-Ingots-from-one-Hematite trick, and crossbow damage will be obscene with full Crossbows skill plus Ingeniously Crafted arrows. That's all.